While my main role on Gaze of the Abyss was as a narrative designer the small team size meant that the designers had to work on various different elements. I was tasked with creating a introductory level to introduce the player to the core mechanics.
In the beginning of the level the player is trapped in a room with a blocked off staircase and a suspend ladder. The only way to get out of this area is to knock the ladder down using the player's flare gun. This room introduces the player to multiple mechanics. Firstly it introduces the player how to maneuver around the level. Secondly it introduces the player how to aim and fire flares. Because of the cooperative nature of firing flares this also immediately instructs players that they will need to work together to succeed.
The level served a second purpose as making the player feel a false sense of security. To do this the level was made to have more empty space then other levels. This is to make the player feel more free with a sense of security. This sense of security would be ripped away at the end of the level as the floor collapses beneath the player and they are sent deeper into the ship. This disappearance of security sets the tone for the rest of the game.
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